Hello again, friends I've met and friends I haven't!
Rebel High Command is back with another article; this time, we look at what is quickly becoming my favourite unit to ponder on, the Dewback Rider/Captain Terro!
https://rebelhighcommand.wordpress.com/2017/01/05/jabbas-realm-review-captain-terrodewback-rider/
Hope you enjoy reading, and be sure to discuss the article down below!
Thanks for reading! ![]()
Rebel High Command - Dewback Rider/Captain Terro
What lists have you been looking at? I've been looking at this list myself:
Terro's Patrol (0/0/40)
=======================
[9] Elite Stormtrooper
[9] Elite Stormtrooper
[7] Captain Terro
[5] Elite Probe Droid
[5] Elite Probe Droid
[2] Imperial Officer
[1] Feeding Frenzy
[1] Rule by Fear
[1] Zillo Technique
-------------------
[3] Grenadier
[2] Cavalry Charge -or- Call the Vanguard
[2] Reinforcements
[2] Reinforcements
[1] Camouflage
[1] Ferocity
[1] Hit and Run -or- Survival Instincts -or- Tough Luck
[1] Hunter Protocol
[1] Negation
[1] Strength in Numbers (Terro into EProbe)
[0] Element of Surprise
[0] Take Initiative
[0] Urgency
[0] Fleet Footed
[0] Rally
Elite Stormtroopers are always a good idea, and I've found Elite Probes to be a valuable troubleshooting unit: they have a deceptively powerful attack, and mobile is incredibly useful on all the current maps, allowing for strong objective play and surprising enemy units your opponent thought was safely tucked away.
Edited by ThatJakeGuyElectrostaff and Flamethrower aren't attacks. How do they work with Feeding Frenzy?
Electrostaff and Flamethrower aren't attacks. How do they work with Feeding Frenzy?
I believe he's using the flamethrower and Lance to trigger feeding frenzy on his attack against a fresh unit. Lance for a damage, then shoot.
Great article! Terro is certainly going to be a popular unit. I think he favors very aggressive strategies due to his short range on Flamethrower and powerful command card (if drawn early). I think the real test of Dewback (including Terro) power, and something you didn't talk about much in the article, will be the map rotation. If the map selection has lots of straight corridors and rooms then the 2-space base is not a big downside, but when you add corners and/or difficult terrain the fact that you have to spend extra MP navigating the larger figure around these obstacles makes it much harder to get them into position.
Right now I think the rotation is about middle of the road:
- ISB Headquarters seems good for Dewbacks as things are pretty straight and close once the doors open.
- In the Dionoga map it difficult to get a Dewback across the center of the map but they'd be good on the corridors to either side, particularly the one that directly connects the deployment zones.
- On Leia's map it might be best to send them into the objective corridor as the trenches in the middle could be problematic and there's usually less close-range fighting around the indoor terminal.
So if Leia's map rotates into a map that's mostly open with little difficult terrain and straight corridors then Dewbacks get better. If it goes to another map with lots of corners and/or difficult terrain then Dewbacks will be about the same power level or worse.
Electrostaff and Flamethrower aren't attacks. How do they work with Feeding Frenzy?
I believe he's using the flamethrower and Lance to trigger feeding frenzy on his attack against a fresh unit. Lance for a damage, then shoot.
Yeah I've been practicing against a list with Terro and a Rider both with FF.
It's brutal when he can get in one damage from the flame or lance, and then be able to use FF in his actual attack. Powerful combo.
Electrostaff and Flamethrower aren't attacks. How do they work with Feeding Frenzy?
I believe he's using the flamethrower and Lance to trigger feeding frenzy on his attack against a fresh unit. Lance for a damage, then shoot.
You've got it exactly correct. It's used to set up Feeding Frenzy so it can be triggered even against previously fresh units!
Great article! Terro is certainly going to be a popular unit. I think he favors very aggressive strategies due to his short range on Flamethrower and powerful command card (if drawn early). I think the real test of Dewback (including Terro) power, and something you didn't talk about much in the article, will be the map rotation. If the map selection has lots of straight corridors and rooms then the 2-space base is not a big downside, but when you add corners and/or difficult terrain the fact that you have to spend extra MP navigating the larger figure around these obstacles makes it much harder to get them into position.
Right now I think the rotation is about middle of the road:
So if Leia's map rotates into a map that's mostly open with little difficult terrain and straight corridors then Dewbacks get better. If it goes to another map with lots of corners and/or difficult terrain then Dewbacks will be about the same power level or worse.
- ISB Headquarters seems good for Dewbacks as things are pretty straight and close once the doors open.
- In the Dionoga map it difficult to get a Dewback across the center of the map but they'd be good on the corridors to either side, particularly the one that directly connects the deployment zones.
- On Leia's map it might be best to send them into the objective corridor as the trenches in the middle could be problematic and there's usually less close-range fighting around the indoor terminal.
You're exactly right, and that's something I've neglected. Indeed, these guys will not enjoy corners at all and skilled players could use that weakness to their advantage.
Thanks for the add on and for reading! Glad you enjoyed it! ![]()
What lists have you been looking at? I've been looking at this list myself:
Terro's Patrol (0/0/40)
=======================
[9] Elite Stormtrooper
[9] Elite Stormtrooper
[7] Captain Terro
[5] Elite Probe Droid
[5] Elite Probe Droid
[2] Imperial Officer
[1] Feeding Frenzy
[1] Rule by Fear
[1] Zillo Technique
-------------------
[3] Grenadier
[2] Cavalry Charge -or- Call the Vanguard
[2] Reinforcements
[2] Reinforcements
[1] Camouflage
[1] Ferocity
[1] Hit and Run -or- Survival Instincts -or- Tough Luck
[1] Hunter Protocol
[1] Negation
[1] Strength in Numbers (Terro into EProbe)
[0] Element of Surprise
[0] Take Initiative
[0] Urgency
[0] Fleet Footed
[0] Rally
Elite Stormtroopers are always a good idea, and I've found Elite Probes to be a valuable troubleshooting unit: they have a deceptively powerful attack, and mobile is incredibly useful on all the current maps, allowing for strong objective play and surprising enemy units your opponent thought was safely tucked away.
As far as lists go, I'll be talking about all my favourite lists in an upcoming article (once the units are out the way). That way, I'll be able to give a much more informed opinion. At the moment, Terro seems like a nice replacement for Inquisitor/Royal Guards/E Heavy Stormtroopers in standard spy lists.
I like your list, despite not being a huge fan of E Probe Droids outside of Sorin lists. With Command Cards, why not play Change of Plans? Works great with troopers generally (exhaust the weaker/out of position squad to use the stronger/in position squad again). It also allows you to ready Terro and unleash pain again! Also, why not planning over Fleet Footed? Planning is one of my auto includes in lists with cheap leaders.
So we got the new map announcement this week with Anchorhead replacing Nelvaanian Warzone. Since the new map features centrally placed objectives, few turns, easy to open doors, and no difficult terrain, I think it's pretty favorable for the Dewbacks (particularly vs the map it replaced). I can easily see being able to just rely on the 3 MP from mounted to move after the first round to save you actions for attack + flamethrower/shocklance. Dewback stocks are looking up.